very autistic niggle but these are very modern designs/components and dont fit in with the theme/time period at all. silvers would look absolutley fine without the attachment rail, but venators is straight up an MP5 with a giant drum mag and dildo strapped to it. no other character has a weapon that stands out like this so im wondering if its a result of the ROR devs being contracted to design the last batch of heroes
very autistic niggle but these are very modern designs/components and dont fit in with the theme/time period at all. silvers would look absolutley fine without the attachment rail, but venators is straight up an MP5 with a giant drum mag and dildo strapped to it. no other character has a weapon that stands out like this so im wondering if its a result of the ROR devs being contracted to design the last batch of heroes
I think Silvers shotgun is probably just a case of asset reuse, since she still has a lot of unfinished stuff like the rigging being the same as seven, but venator might be like billy where they just have newer stuff for some reason. I am not a gun nerd but billy (Apart from being punk) has a uzi? or something, but that might be because Billy is supposed to be anachronistic.
Haven't played in quite a while, last time was the super early playtests or something (I think when the game had 4 lanes). How's the game for you guys?
Haven't played in quite a while, last time was the super early playtests or something (I think when the game had 4 lanes). How's the game for you guys?
It's magnitudes better than it was in the 4-lane era but is going through the standard Icefrog/moba cycle of having one particular archetype being insanely overpowered compared to the rest; leading to matches feeling bad or a little samey because you either play a meta hero that fits it or slog uphill the whole match. Check out street brawl though. It has its own balance issues but they're much more forgivable because a game that goes lopsided is like 15m tops.
I meant general tips. Not sure of it’s like my first Victor game where I went at it ass backwards and built into aura first. The flight seems to just make you a sitting duck if you’ve got shooty people in lane and I wasn’t great with the snare or ult.
I meant general tips. Not sure of it’s like my first Victor game where I went at it ass backwards and built into aura first. The flight seems to just make you a sitting duck if you’ve got shooty people in lane and I wasn’t great with the snare or ult.
I'm only a vindicta tourist so take what I say with a grain of salt. She's very "click on their head lmao" so landing your ult is kind of important.
They changed her passive so now her bullet damage scales with spirit instead of fire rate. Eases up slot pressure a bit when paired with sniper kills since those scale damage too.
If you get mid lane pay attention to health bars at the top. You can get a decent view of both lanes for cheeky snipes from the buff bridges to punish overextends.
you can parry in the air so Counter Spell is a must to dodge anvil and cc
- Base Guardians HP reduced from 5500 to 4000
- Zipline can now be captured a little bit more forward towards the enemy base
- The minimum always captured zipline distance in your base is now reduced a little bit inwards
- Super troopers (when a lane shrine is down) now have 15% less bounty
- Hero base health increased by 40
- Hero health increased growth by +4 and 8%
- Vitality investment bonuses increased by 12%
- Golden Goose Egg: souls per buff improved from every 200 souls to every 150
- Vortex Web: Will now only unit target when used with alt cast
- Apollo: Flawless Advance T3 now also increases Apollo's attacking lunge speed
- Calico: Move speed reduced from 7.2 to 6.8
- Calico: Fixed Gloom Bombs T2 giving an extra +15 flat bonus (released a couple days ago)
- Calico: Leaping Slash scaling reduced from 1.5 to 1.2
- Calico: Leaping Slash T2 reduced from 300 Souls to 225
- Celeste: Gravity from 28% to 25% (was 20% previous patch)
- Celeste: Air Control increased from 38% to 44% (was 50% previous patch)
- Celeste: Light Eater on hit damage reduced from 25 to 20
- Celeste: Dazzling Trick barrier spirit scaling reduced from 1.1 to 0.8
- Celeste: Shining Wonder no longer refunds half cooldown on miss
- Celeste: Shining Wonder linger time reduced from 3.25s to 3s
- Doorman: Call Bell now has Impact Damage (40+1) and Explosion Damage (55+1.7) as separate components again (previous values for impact/explosion)
- Doorman: Call Bell T2 is now "+30 Impact Damage and +40 Explosion Damage"
- Doorman: Call Bell T3 now also increases slow by 15%
- Drifter: Fixed Quicksilver Reload dealing bonus multiple times with Rend
- Ivy: Bullet damage growth increased from 0.06 to 0.08
- Ivy: Kudzu Connection now only gives you half the bonus if you aren't connected to an ally
- Ivy: Air Drop damage spirit scaling reduced from 1 to 0.7
- Ivy: Air Drop T1 barrier spirit scaling reduced from 1 to 0.7
- Ivy: Air Drop T2 slow reduced from 50% to 40%
- Lash: Death Slam throw range increased from 12m to 14m
- Lash: Death Slam throw range now scales with spirit power (+0.14)
- Lash: Death Slam T3 cast range reduced from +10m to +6m
- Lash: Death Slam T3 stun increased from 1s to 1.2s
- McGinnis: Heavy Barrage radius reduced from 5m to 4.5m
- McGinnis: Heavy Barrage T1 slow duration reduced from 1.5s to 1s
- McGinnis: Heavy Barrage T3 spirit scaling reduced from +0.25 to +0.2
- McGinnis: Heavy Barrage T3 damage reduced from +25 to +22
- Mirage: Fire Scarabs cooldown reduced from 45s to 35s
- Mirage: Traveler T1 now also increases Fire Rate by 20%
- Mo & Krill: Scorn heal vs non-heroes reduced from 0.5x to 0.35x
- Mo & Krill: Scorn cooldown increased from 12.5s to 13s
- Mo & Krill: Combo DPS reduced from 60 to 45
- Mo & Krill: Combo cooldown reduced from 150s to 140s
- Mo & Krill: Combo T2 changed from "+60 DPS and +50% Bullet Resist" to "-35s Cooldown and +50% Bullet Resist"
- Mo & Krill: Combo T3 changed from +0.7s Duration and -60s Cooldown" to "+0.7s Duration and +60 Damage"
- Paradox: Pulse Grenade does half damage to objectives
- Pocket: Affliction duration reduced from 12s to 11s (overall total damage is reduced slightly)
- Pocket: Affliction DPS increased from 32+0.2 to 34+0.22
- Pocket: Affliction T2 duration reduced from +4s to +3s
- Pocket: Affliction T3 DPS increased from 16+0.1 to 18+0.11
- Seven: Lightning Ball charge time reduced from 8s to 7s
- Seven: Storm Cloud T3 increases speed from +3m to +4m
- Shiv: Alt fire knockback increased by 10%
- Shiv: Serrated Knives cooldown increased from 16s to 18s
- Shiv: Killing Blow range increased from 13m to 18m
- Shiv: Killing Blow travel speed increased a bit
- Silver: Lycan Curse cooldown reduced from 50s to 40s
- Silver: Lycan Curse T1 increased from 15% Resists to 18%
- Victor: Pain Battery T3 reduced from 18% Missing Health to 15%
- Victor: Jumpstart T3 spirit scaling reduced from 0.8 to 0.6
- Victor: Aura of Suffering can now be activated on the zipline
- Victor: Aura of Suffering radius reduced from 10m to 9.5m
- Victor: Aura of Suffering Base and T2 Max DPS and scaling reduced by 10%
- Victor: Shocking Reanimation cooldown increased from 190s to 210s
- Victor: Shocking Reanimation T3 increased from -50s Cooldown to -70s
- Vindicta: Fixed not gaining bonus damage if a proc bonus was the killing blow
- Viscous: Fixed Puddle Punch T3 giving an extra +60 melee damage (released a couple days ago)
- Viscous: Puddle Punch scaling reduced from 1 to 0.8
- Warden: Last Stand Bullet and Spirit Resist while channeling reduced from 60% to 50%
- Warden: Last Stand T3 now also increases Bullet and Spirit Resist while channeling by +30%
- Wraith: Card Trick cooldown increased from 0.5s to 0.6s
- Wraith: Card Trick Joker no longer bounces to other targets
- Wraith: Card Trick gaining charges (AP or shop) no longer automatically builds them up
- Wraith: Card Trick can now be alt casted to fire from the inverse order
- Wraith: Card Trick T3 Spade bonus reduced from +50% to +40%
- Wraith: Card Trick T3 Heart healing scale reduced from +0.75 to +0.5
- Wraith: Telekinesis cast range reduced from 14m to 13m
- Wraith: Telekinesis throw range reduced from 14m to 13m
- Wraith: Telekinesis cast delay increased from 0.3s to 0.35s
Of note: Shock & Ball torture no longer refunds cool down upon miss, Wraith can now cast her cards in reverse order. For some ungodly reason the bell got buffed again because fuck you. And everyone got a health boost to counteract the rapidly rising TTK.
Of note: Shock & Ball torture no longer refunds cool down upon miss, Wraith can now cast her cards in reverse order. For some ungodly reason the bell got buffed again because fuck you. And everyone got a health boost to counteract the rapidly rising TTK.
I don't think bell was a straight buff. It split the damage between the impact and the explosion so now you won't take (and I can't test this now obviously) 300+ in lane by getting hit by the radial explosion by itself. Right now it's about 220 at level 5 and 3.2k spirit invest. If you get hit by both the impact and explosion with the same stats it's 350 per bell. Which still sounds awful and is probably 1/3rd of most heros' hp but at least he has to hit you with the bell for each one he throws. The slowing speed buff is a welcome change too. I like giving the bells more utility over just increasing the damage.
- Doorman: Call Bell now has Impact Damage (40+1) and Explosion Damage (55+1.7) as separate components again (previous values for impact/explosion)
- Doorman: Call Bell T2 is now "+30 Impact Damage and +40 Explosion Damage"
- Doorman: Call Bell T3 now also increases slow by 15%
Yippie! Impact dmg is back! and also looks like T1 has been reverted back to pre patch which was incredibly over-tuned and if this is all that changed then he may still be incredibly over powered. Not upset I've been a doorman main, I'll glady assume my role as hitler
Yippie! Impact dmg is back! and also looks like T1 has been reverted back to pre patch which was incredibly over-tuned and if this is all that changed then he may still be incredibly over powered. Not upset I've been a doorman main, I'll glady assume my role as hitler
It was kind of weird how they removed the impact damage from the bell while adding the piercing to his gun at the same time, but i am happy they added it back, it made investing in other skills like cart useless since bell would always outdamage it. I'd rather have doorman be more utility focused character instead of a straight nuker like the bell being strong makes him.
holy shit they gave kelvin a death beam. Had a lobby where a Kelvin was not only fed (up like 17k souls relatively to everyone else) and who just seemingly rushed beam + escalating exposure. Even WITH spirit resistance bought post haste my drifter was taking insane damage. I gotta try that shit out man.
It was kind of weird how they removed the impact damage from the bell while adding the piercing to his gun at the same time, but i am happy they added it back, it made investing in other skills like cart useless since bell would always outdamage it. I'd rather have doorman be more utility focused character instead of a straight nuker like the bell being strong makes him.
Yeah the change didn't really make sense, I'm happy where doorman is now and he can still nuke people off the map with the bells if people allow you to get strong.
The piercing on Doorman's gun is probably just there for hitting bells. As a shitty Doorman player, minions bodyblocking a bell in lane happens to me a ton, and sometimes they land right in midboss/patron and it's weird to shoot, or you have to melee them.
I am going to be a grammar Nazi about this but it isn't 'rising' TTK. The TTK in Deadlock is going lower, ie the Time To Kill is now LOWER (shorter time) and not HIGHER (more time). You said the opposite.
If people are going to use 'TTK' as a phrase, just use the words FASTER and SLOWER, it is much easier and certainly more correct to understand.
I hate the fact, that they are still not able to display all those smaller balance patches in-game ,they release without any announcements.
How hard can it be?
The fail-to-check-out stun on doorman ult is fucking ridiculous and makes him so much more of a menace than he was beforehand. Perfect setup for cart-into-door as well, especially now the cart's the width of a bus.